Search found 1215 matches
- Fri May 13, 2011 4:59 am
- Forum: Artificial Intelligence
- Topic: Quake AI diagrams
- Replies: 4
- Views: 8946
- Fri May 06, 2011 6:29 am
- Forum: Artificial Intelligence
- Topic: Life-Like AI vs Good AI
- Replies: 27
- Views: 23334
- Wed May 04, 2011 6:31 am
- Forum: General Discussion
- Topic: QuakeDev.com downtime and request for archival
- Replies: 90
- Views: 60762
- Mon May 02, 2011 5:44 pm
- Forum: QuakeC Programming
- Topic: Mirror Textures
- Replies: 9
- Views: 1851
- Wed Apr 27, 2011 6:40 am
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 117067
- Wed Apr 27, 2011 6:38 am
- Forum: Mapping
- Topic: How to make my own pak (or game)?
- Replies: 20
- Views: 6104
- Mon Apr 25, 2011 4:05 am
- Forum: Mapping
- Topic: Achieving good speeds on open areas
- Replies: 17
- Views: 6566
- Sun Apr 24, 2011 11:22 pm
- Forum: Mapping
- Topic: Achieving good speeds on open areas
- Replies: 17
- Views: 6566
- Sun Apr 24, 2011 11:21 pm
- Forum: Mapping
- Topic: Worldcraft seeing through brushes
- Replies: 2
- Views: 1605
- Sun Apr 24, 2011 8:39 pm
- Forum: Mapping
- Topic: Achieving good speeds on open areas
- Replies: 17
- Views: 6566
You should probably avoid complex geometry, especially surfaces at unusual angles. Keep the amount of brushes and details low. Use as many axis-aligned brush faces as possible, as well as other simple angles like 45 degrees. Small detailed objects should be func_wall. You don't want to have tons of ...
- Sun Apr 24, 2011 5:23 pm
- Forum: Mapping
- Topic: Converting Doom maps to Quake
- Replies: 23
- Views: 9463
It seems like it would be really annoying to write a doom->quake map converter, since doom maps use subtractive sectors and quake maps use additive brushes. You would have to generate really thin walls around all the doom sectors, and hope they don't intersect other walls, I think. Two-sided linedef...
- Sun Apr 24, 2011 5:19 pm
- Forum: General Discussion
- Topic: QuakeDev.com downtime and request for archival
- Replies: 90
- Views: 60762
Good luck finding 13 people who want to keep quakedev as much as you do. You might be the only one. There are perfectly good alternatives that don't require spending money to keep quakedev alive in some perpetual, fragile near-death state. And we aren't the ones bitching about it. Kudos for Echon fo...
- Sun Apr 24, 2011 5:11 pm
- Forum: Modeling
- Topic: r_mirroralpha models?
- Replies: 6
- Views: 3133
It won't be accurate because an envmap is generated from a single point... (and because regenerating it every frame is kind of dumb, especially if there are multiple mirrors in the scene) This idea is probably only really feasible with raytracing, at least if you want the mirror-surface to be smooth...
- Sun Apr 24, 2011 5:01 pm
- Forum: QuakeC Programming
- Topic: Crazy stuff in Quake C
- Replies: 7
- Views: 1777
- Sun Apr 24, 2011 4:58 pm
- Forum: General Discussion
- Topic: Darkplaces transparent tga skin reverses draw order?
- Replies: 17
- Views: 4707
Well you have to explicitly enable alphatesting, which involves using a q3-style shader. I had to do this once, I just did what LH told me to. I don't know anything about these shaders. scripts/filename_doesnt_matter.shader: progs/bones.mdl_0 { cull disable { map progs/bones.tga alphafunc GE128 rgbG...